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| paths:alchemy_path [2026/03/09 21:50] – Hyperlinking Knowledge skill entries elfinlocks | paths:alchemy_path [2026/08/18 20:09] (current) – [The Poisoner] vondor |
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| ===== The Bomber ===== | ===== The Bomber ===== |
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| ==== Bombs (Sp) ==== | ==== Alchemy Flasks (Su) ==== |
| * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2,[[priority:skills:craft|Craft]] (Alchemy) 5, 20 EXP | * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2,[[priority:skills:craft|Craft]] (Alchemy) 5, 10 EXP |
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| You may create powerful bombs out of unstable reagents to throw at your enemies. To use a bomb, you must expend 4 TP or MP. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosives from being created and stored. | You may create powerful flasks out of unstable reagents to throw at your enemies. To use a flask, you must expend 1 TP or MP at minimum and for each point of MP or TP spent it adds three dice of damage, d8s. The maximum dice that can be added is equal to your [[priority:prowess|Prowess]] or Caster Level. When a flask is made you select its damage type to either be Acid or Fire Damage. Once made, any MP or TP spent this way is reserved and does not recover until the flask is used. Making a flask requires 1 minute of work, or any number of Flasks can be made in a 15 minute period. |
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| Drawing the components of, creating, and throwing a bomb requires a Half Action which provokes Attacks of Opportunity. Thrown bombs are ranged touch attacks, with a range of 30 ft. Bombs are considered to be their own weapon type, and due to this benefit from weapon-specific Talents (at GM discretion). A Bomb inflicts 1d6 + your Primary Casting Attribute modifier points of Fire damage to your target on a successful hit. The damage increases by 1d6 for every rank in[[priority:skills:craft|Craft]] (Alchemy) **and** [[priority:prowess|Prowess]] you possess, to a maximum of 10d6. For example, your Bombs inflict 7d6 + your Primary Casting Attribute modifier if you possess[[priority:skills:craft|Craft]] (Alchemy) 10 and [[priority:prowess|Prowess]] 7. | Thrown flasks are ranged attacks that target Magic Defense, with a range of 30 ft. They use the Weapon Skill (Alchemic). You add either your Primary Casting Ability to damage or Secondary Ability to damage, whichever is higher. In addition whenever you attack with mundane alchemic weapons or mundane thrown explosives you may add your Primary Casting Ability or Secondary Ability to that weapons damage as well. |
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| Bombs instantly become inert if used by anyone other than you. Bombs are treated as Spells for the purpose of Counterspelling and Parrying. | Flasks may be used by others. As a Swift Action you may choose any flask not on your person to become inert, It is a free action if on your person. |
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| | Attacking with a flask provokes attacks of opportunity |
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| ==== Delayed Bomb ==== | ==== Delayed Flask ==== |
| * **Requirements:** Bombs,[[priority:skills:craft|Craft]] (Alchemy) 10, 20 EXP | * **Requirements:** Alchemy Flask,[[priority:skills:craft|Craft]] (Alchemy) 10, 5 EXP |
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| You may place a bomb so that it explodes a number of rounds after you cease contact with the bomb. This delay can be any number of rounds chosen by you, up to your ranks in[[priority:skills:craft|Craft]] (Alchemy). If at any point you reclaim possession of the bomb, you may end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move the bomb. The bomb deal damage as if it scored a direct hit to any creature within the bomb's square when it detonates (though simply occupying the bomb's square does not set it off), and splash damage is applied as normal if you possess the Explosive Bomb Talent. The bomb may be disabled via [[priority:skills:disable_device|]]. | You may place a flask so that it explodes a number of rounds after you cease contact with the bomb. This delay can be any number of rounds chosen by you, up to your ranks in[[priority:skills:craft|Craft]] (Alchemy). If at any point you reclaim possession of the flask, you may end the timer and prevent the flask's detonation. A delayed flask detonates immediately if any other creature attempts to touch or move the flask. The flask deal damage as if it scored a direct hit to any creature within the bomb's square when it detonates (though simply occupying the bomb's square does not set it off). The bomb may be disabled via [[priority:skills:Sleightofhand|]] with a DC Equal to 10 + the bombs damage dice + Primary Casting Ability or Secondary Ability . |
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| ==== Demolition Charge ==== | |
| * **Requirements:** Bombs,[[priority:skills:craft|Craft]] (Alchemy) 10, 20 EXP | |
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| When you make a Bomb, you may choose to have it work against objects rather than creatures. Bombs of this type ignore hardness equal to your CL or [[priority:prowess|Prowess]], whichever is higher (round down), and may be used for sundering if desired. The Bomb's damage rolls against any excess hardness as normal. Objects caught in the radius of a Bomb that is affected by Demolition Charge and Explosive Bomb take half damage, and the bomb only bypasses half as much hardness. | <WRAP center round info 60%> |
| | **Admixtures** can be added to any Flask before it is used. Flasks can support two admixtures as a base. They are prepared just as Flasks are and reserve TP/MP in the same way |
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| ==== Bomb-Omb (Sp) ==== | ==== Destructive Admixtures ==== |
| * **Requirements:** Bombs,[[priority:skills:craft|Craft]] (Alchemy) 10, 20 EXP | * **Requirements:** Alchemy Flask,[[priority:skills:craft|Craft]] (Alchemy) 10, 10 EXP |
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| You may spend 2 extra TP/MP when making a Bomb to create a **Bomb-Omb**, a tiny construct primed with a bomb (the Bomb may be affected by any Bomber Talents you possess as desired, by spending TP/MP as normal). Undirected, they take no actions except to flock around you in your square and follow you as best they can. They can be attacked normally, but gain cover while occupying your square. As a Swift Action, you can order one of your Bomb-Ombs to attack an enemy it can see. The Bomb-Omb moves at a speed of 30 ft., and if it successfully reaches the square of your chosen target, it immediately detonates, dealing direct hit damage to the chosen creature, and applying any other bomb effects as normal. | You gain the ability to make the following admixtures. Spending 1 TP/MP makes 2 doses of **admixture**, you can mix and match them. |
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| The Bomb-Omb has hardness 10, 10 HP (no Wounds), and AC 14 + 1/2 your ranks in[[priority:skills:craft|Craft]] (Alchemy). If destroyed before reaching it's target, it falls inert and harmless to the ground, and is considered expended. A creature other than the target may successfully disable it with a [[priority:skills:disable_device|]] check against your[[priority:skills:craft|Craft]] (Alchemy) check. Bomb-Ombs run out of charge and fall inert after 1 minute per rank in[[priority:skills:craft|Craft]] (Alchemy) you possess. | * **Demolition Mix**: Adds Armor Piercing equal to your Prowess or CL. Doubles against inanimate objects. |
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| | * **Rotting Mix**: Adds Savage equal to your Prowess or CL. Doubles against non-creature life, plants/flesh walls. |
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| | * **Lethal Mix**: Adds Felling equal to your Prowess or CL. Doubles against helpless creatures |
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| ==== Explosive Bomb (Sp) ==== | ==== Hindering Admixtures (Su) ==== |
| * **Requirements:** Bombs, [[chargen:common_terms#core_stats|CST]] 5, 15 EXP | * **Requirements:** Alchemy Flask,[[priority:skills:craft|Craft]] (Alchemy) 10, 10 EXP |
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| | You gain the ability to make the following admixtures. Spending 1 TP/MP makes 2 doses of **admixture**, you can mix and match them. If delivery method allows a save, than a successful save means no status condition applied |
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| | * **Tanglefoot**: Target gains the Hindered Status Condition for one round. |
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| | * **Flashbang**: Target gains the Impaired Status Condition for one round, if they already have the Impaired condition they are instead Blinded |
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| | * **Stinkbomb**: Target gains the Sickened Condition for one round. Only makes one dose if chosen |
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| Your Bombs may now possess a splash radius of up to 1 ft. for every rank in[[priority:skills:craft|Craft]] (Alchemy) you possess (maximum 20 ft. radius at 20 ranks), as desired. Round down to the nearest 5 ft. increment. Creatures in the splash radius take the minimum damage of the bomb, and they may make a Reflex save (DC 10 + 1/2 your [[priority:prowess|Prowess]] or CL, whichever is higher + your Primary Casting Attribute modifier) to half that damage. If desired, you may target a specific square instead of a creature with your Explosive Bomb simply to create the splash explosion. | |
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| ==== Fast Bombs ==== | ==== Utility Admixtures (Su) ==== |
| * **Requirements:** Bombs, [[chargen:common_terms#core_stats|CST]] 9,[[priority:skills:craft|Craft]] (Alchemy) 12, 30 EXP | * **Requirements:** Alchemy Flask,[[priority:skills:craft|Craft]] (Alchemy) 10, 10 EXP |
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| You may quickly create enough Bombs to throw more than one in a single round. You may prepare and throw a Bomb as a Swift Action by spending 4 additional TP/MP. You may create and throw up to three bombs in a turn using this Talent, and this Talent likewise allows you to breach the limit of one spell per turn when using multiple Bombs, or in conjunction with a spell. | You gain the ability to make the following admixtures. Spending 1 TP/MP makes 2 doses of **admixture**, you can mix and match them. |
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| | * **Nonlethal**: Damage from the flask is nonlethal. |
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| | * **Sealing**: The square the target occupies, or if a square is targeted alone is coated in a powerful sealant that adheres moving objects shut and if the target is Hindered they become Immobilized until the sealant is broken. The Sealant has Armor Points equal to damage done. It can be broken with a strength check of (10+ Half Caster Level/Prowess + Primary Casting Ability/Secondary Ability). Each additional sealant added to the square or target adds +2 to the DC and more Armor Points. Only makes one dose if chosen. |
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| | * **Marking**: The target is now marked with a distinct chemical, tracking by scent always succeeds and any other tracking methods get a +10. All scent effects have their ranges multiplied by 10 to detect them. Washing the chemical off requires special soap or chemicals that can be made with a Craft (Alchemy) DC 20 and 1 Alchemic Part. It takes about 1 minute to wash off. |
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| | ==== Bomb-Omb (Su) ==== |
| | * **Requirements:** Bombs,[[priority:skills:craft|Craft]] (Alchemy) 10, 20 EXP |
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| | You may spend 2 extra TP/MP when making a Bomb to create a **Bomb-Omb**, a tiny construct primed with a bomb (the Bomb may be affected by any Bomber Talents you possess as desired, by spending TP/MP as normal). Undirected, they take no actions except to flock around you in your square and follow you as best they can. They can be attacked normally, but gain cover while occupying your square. As a Swift Action, you can order one of your Bomb-Ombs to attack an enemy it can see. The Bomb-Omb moves at a speed of 30 ft., and if it successfully reaches the square of your chosen target, it immediately detonates, dealing direct hit damage to the chosen creature, and applying any other bomb effects as normal. |
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| | The Bomb-Omb has hardness 10, 10 HP (no Wounds), and [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] 14 + 1/2 your ranks in[[priority:skills:craft|Craft]] (Alchemy). If destroyed before reaching it's target, it falls inert and harmless to the ground, and is considered expended. A creature other than the target may successfully disable it with a [[priority:skills:disable_device|]] check against your[[priority:skills:craft|Craft]] (Alchemy) check. Bomb-Ombs run out of charge and fall inert after 1 minute per rank in[[priority:skills:craft|Craft]] (Alchemy) you possess. |
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| ==== Explosive Missile ==== | ==== Alchemy Bomb (Su) ==== |
| * **Requirements:** Bombs, [[chargen:common_terms#core_stats|CST]] 5, 15 EXP | * **Requirements:** Alchemy Flask, [[chargen:common_terms#core_stats|CST]] 6, 15 EXP |
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| As a Half Action, you may infuse a single arrow, crossbow bolt, or firearm bullet with the reagents of your Bomb (spending TP/MP as normal), load the ammunition, and fire. You must be proficient with the weapon used, and the shot targets the enemy's AC as if it were a normal attack (unless it is capable of targeting Touch AC on its own). Upon a successful hit, the shot inflicts damage normally, and deals your Bomb's damage, as if it were a direct hit. If you miss, the Bomb does nothing, and is considered expended. | Instead of making a standard Alchemy Flask, you make a more potent Alchemy Bomb. They cost the same amount as a Flask however they no longer require a Ranged Attack roll and have a range of 90 ft. Instead they affect a cross shape with a 15ft diameter. Anyone caught in the blast mush roll a Reflex Save DC (10+ Half Caster Level/Prowess + Primary Casting Ability/Secondary Ability). On Success they take half damage. |
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| | All abilities that apply to Flasks apply to Bombs, Unless otherwise noted. |
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| ==== Elemental Bomb (Sp) ==== | ==== Elemental Arsenal (Sp) ==== |
| * **Requirements:** Bombs, [[priority:skills:knowledge|Knowledge]] (Planes) 5,[[priority:skills:craft|Craft]] (Alchemy) 7, 10 EXP | * **Requirements:** Alchemic Flask, [[priority:skills:knowledge|Knowledge]] (Arcana) 5,[[priority:skills:craft|Craft]] (Alchemy) 7, 10 EXP |
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| | You may now make flasks with the Cold, Electric or Sonic elements as well instead of just Fire or Acid. You may also make an admixture of the elements for 1 TP/MP for 2 doses. When added to a flask it changed the Element. |
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| Select one elemental damage type (cold, acid, electricity, or sonic) - you may now throw Bombs which deal this damage type, instead of Fire. You may select this Talent multiple times, gaining one additional elemental damage type each time. | |
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| ==== Force Bomb (Sp) ==== | ==== Conventional Arsenal (Sp) ==== |
| * **Requirements:** Elemental Bomb,[[priority:skills:craft|Craft]] (Alchemy) 15, 30 EXP | * **Requirements:** Alchemic Flask, [[priority:skills:knowledge|Knowledge]] (Engineering) 5,[[priority:skills:craft|Craft]] (Alchemy) 7, 10 EXP |
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| | You may now make flasks with the Slashing, Piercing or Bludgeoning elements as well instead of just Fire or Acid. You may also make an admixture of the elements for 1 TP/MP for 2 doses. When added to a flask it changed the Element. |
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| Your bombs may now deal Force damage by expending 1 extra TP/MP per Bomb. | |
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| ==== Rotting Bomb (Sp) ==== | ==== Aligned Arsenal (Sp) ==== |
| * **Requirements:** Bombs, [[chargen:common_terms#core_stats|CST]] 11,[[priority:skills:craft|Craft]] (Alchemy) 10, 30 EXP | * **Requirements:** Alchemic Flask, [[priority:skills:knowledge|Knowledge]] (Planes) 5,[[priority:skills:craft|Craft]] (Alchemy) 7, 10 EXP |
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| | You may now make flasks with the Holy, Unholy, Axiomatic or Anarchic elements as well instead of just Fire or Acid. You may also make an admixture of the elements for 1 TP/MP for 2 doses. When added to a flask it changed the Element. If these effects are added to a Flask or Bomb that has a save, it is now a Will Save rather than a Reflex save. |
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| Choose Strength or Dexterity - creatures that take damage from your bombs must make a Fortitude save (DC 10 + 1/2 your [[priority:prowess|Prowess]] or CL, whichever is higher + your Primary Casting Attribute modifier), or suffer damage to that ability score equal to your Secondary Casting Attribute modifier. You must expend 2 extra TP/MP to use this ability. | |
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| ==== Mind Bomb (Sp) ==== | ==== Novel Hybrids (Sp) ==== |
| * **Requirements:** Bombs, [[chargen:common_terms#core_stats|CST]] 11,[[priority:skills:craft|Craft]] (Alchemy) 10, 30 EXP | * **Requirements:** Elemental Arsenal,[[priority:skills:craft|Craft]] (Alchemy) 12, 15 EXP |
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| | When adding an admixture that would change the damage type, instead it adds to it. Flasks can only have two damage types at once |
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| Choose a mental [[priority:abilities|Ability Score]] - creatures that take damage from your bombs must make a Fortitude save (DC 10 + 1/2 your [[priority:prowess|Prowess]] or CL, whichever is higher + your Primary Casting Attribute modifier), or suffer damage to that ability score equal to your Secondary Casting Attribute modifier. You must expend 2 extra TP/MP to use this ability. | |
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| ==== Selective Bombing (Sp) ==== | ==== Flask Launcher (Ex) ==== |
| * **Requirements:** Explosive Bomb, 10 EXP | * **Requirements:** Alchemic Flask, [[chargen:common_terms#core_stats|CST]] 8,[[priority:skills:craft|Craft]] (Alchemy) 10, 15 EXP |
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| | When selecting this talent you may expend 15 TU in Mundane parts to make a Flask Launcher ranged weapon. This weapon requires two hands to use and has a range of 100ft. You use the Weapon Skill (Alchemic) to fire it. You may load in Flasks and fire them as a standard attack that targets Magic Defense. If using a Alchemic Bomb increase the Bomb's range to 250 ft. |
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| | This weapon can not be enchanted with any elemental damage changes. |
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| | This weapon provokes attacks of opportunity when fired just as well ranged weapons do. |
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| You may now exclude a number of creatures within the area of your Explosive Bombs equal to your Secondary Attribute modifier. | |
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| ==== Spell Delivery (Sp) ==== | ==== Flask Splash (Ex) ==== |
| * **Requirements:** Bombs, [[chargen:common_terms#core_stats|CST]] 20,[[priority:skills:craft|Craft]] (Alchemy) 15, 40 EXP | * **Requirements:** Alchemic Flask,[[priority:skills:craft|Craft]] (Alchemy) 10, 10 EXP |
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| | Instead of attacking with a flask normally, you may instead use it as a melee attack targeting Magic defense. This does not provoke attacks of opportunity. |
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| As a Full Action, you may infuse a single Spell which you know into a Bomb, and throw it. The Spell takes effect at the target location, or onto the target creature if it is a ranged touch attack spell. You must fulfill any normal requirements for the spell to take effect. The "caster" of the spell is considered to be the Bomb, and due to this it is the point of origin for spells that leverage the caster's position, such as [[priority:magic:spells:tier1:burning_hands|]]. Creatures make saves against the DC of the spell as normal, in addition to any effects of the Bomb itself against the Bomb's DC(s). You must spend the TP/MP for the Bomb **and** the Spell used as normal. Bombs of this type do not function at all in an [[priority:magic:spells:tier8:antimagic_field|]] or similar effects. The GM may determine that certain spells are not valid for this Talent, at their discretion. | |
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| ==== Poison Resistance (Ex) ==== | ==== Poison Resistance (Ex) ==== |
| * **Requirements:** [[chargen:common_terms#core_stats|CST]] 3,[[priority:skills:craft|Craft]] (Alchemy) 3, 10 EXP | * **Requirements:** [[chargen:common_terms#core_stats|CST]] 3,[[priority:skills:craft|Craft]] (Alchemy) 3, 5 EXP |
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| You gain resist poison equal to your [[priority:health|Hit Dice]]. At 10 HD, you become completely immune to poison. | You gain resist poison equal to your [[priority:health|Hit Dice]]. At 10 HD, you become completely immune to poison. |
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| ==== Poison Use (Ex) ==== | ==== Poison Use (Ex) ==== |
| * **Requirements:** Poison Resistance, 10 EXP | * **Requirements:** Poison Resistance, 5 EXP |
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| You never accidentally poison yourself when applying poison to a weapon, and may do so as a [[chargen:common_terms#action_types|Half Action]]. In addition, you increase the DC of any poison you create by an amount equal to your Hit Dice. | You never accidentally poison yourself when applying poison to a weapon.In addition you may now apply any admixture or poison to a weapon as part of an attack. It is consumed upon hitting. Adding more than one requires a swift action, you can apply up to two. |
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| ==== Sticky Poison (Ex) ==== | ==== Sticky Poison (Ex) ==== |
| * **Requirements:** Poison Use,[[priority:skills:craft|Craft]] (Alchemy) 10, 25 EXP | * **Requirements:** Poison Use,[[priority:skills:craft|Craft]] (Alchemy) 10, 15 EXP |
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| Poison remains on your weapons for a number of uses equal to your Secondary Attribute Modifier (casting or martial, whichever is higher). A use is expended only upon a successful hit against a creature. | Poison and admixtures remains on your weapons for a number of uses equal to your Secondary Ability. A use is expended only upon a successful hit against a creature. |
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| ==== Swift Poisoner (Ex) ==== | ==== Poison Maker (Ex) ==== |
| * **Requirements:** Poison Use,[[priority:skills:craft|Craft]] (Alchemy) 10, 25 EXP | * **Requirements:** Poison Use,[[priority:skills:craft|Craft]] (Alchemy) 10, 15 EXP |
| | You may now make your own poison by either spending 2 TP/MP or 2 Alchemic Parts. The TP/MP is reserved until the poison used. The poison is an Injury poison and must be applied to weapons through poison use to be effective. Primary Effect does not get a save, but secondary does. Fort Save DC 15. You select one Primary effect and one secondary effect. The secondary effect is applied on the targets next turn if the save is failed. |
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| You may apply poison as a Swift Action. | **Primary Effects** |
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| <WRAP round box> | * **Ability Damage**: Target takes 1 Ability damage of preselected Ability |
| ==== Master Poisoner (Ex) ==== | |
| * **Requirements:** Swift Poisoner,[[priority:skills:craft|Craft]] (Alchemy) 15, 35 EXP | * **Sicken**: The Target is Sickened for 1 minute |
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| | * **Knockout**: Target falls Prone |
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| | **Secondary Effects** |
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| | * **Ability Damage**: Target take 2 Ability damage of preselected Ability |
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| | * **Sicken**: The Target is Sickened for 1 hour |
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| | * **Alseep**: If target is Prone or Hindered then they fall asleep for 1 minute. They can be awakened as per the Sleep Spell. If target is not prone they are Hindered for 1 minute |
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| You may apply poison to a weapon as an Immediate Action. Adding poison to weapons on your turn is a Free Action. | |
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